I’m currently playing a Drow monk in a custom campaign based on an island with limited resources.
Playing monk in a game with limited items and no magical weapons has proven to be a great advantage; however the DM has made night time far more dangerous and consequently my sunlight sensitivity is becoming a major issue.
@JamesHobbley If the campaign takes place underground or offers indoor settings even in daylight, it might not become an issue. But when the battle encounters take place outside where sunlight is available, you can try to search for a place that offers shade then lure in the enemy there.
There's a spell which allows darkness to be spread out. One of your fellow PCs can cast Darkness if you're in trouble or the party needs you for a fight. Knave's Eye Patch can grant you some advantage, but you must attune the rare item.
It's worth noting that Darkness creates magical darkness that a creature with darkvision specifically cannot see through, so unfortunately it's not much help as you'll still be suffering disadvantage. A drow doesn't actually need an ally to cast it, as they can cast it once themselves from 5th level, a drow monk can also cast it more times if they choose Way of Shadow.
Knave's Eye Patch is the only item that fully removes sunlight sensitivity, but it's up to your DM If they want to grant you that, considering sunlight sensitivity is specifically intended to balance the drow's superior innate spellcasting (compared to high elves who only get one cantrip).
Drow can also cast Faerie Fire once per long rest from 3rd level, which enables you to counteract the disadvantage from sunlight sensitivity for up to 1 minute. Faerie Fire also applies to allies, so if you have any casters in your group that can take it, I'd recommend asking them to take it and use it once your single use has been spent; granting advantage against enemies is rarely a bad thing, and it will help you considerably if faerie fire is active in most fights, though there is the risk of enemies saving against it.
Beyond that the general rule is that where there is light, there is also darkness; fish with your DM for areas of shade behind buildings, groups of trees etc., and try to fight your enemies there. As a Monk you will have speed, so hopefully you can get to the best spots to fight from.
I’m currently playing a Drow monk in a custom campaign based on an island with limited resources.
Playing monk in a game with limited items and no magical weapons has proven to be a great advantage; however the DM has made night time far more dangerous and consequently my sunlight sensitivity is becoming a major issue.
Does anyone have any advice?
What kind of monk? Are you a Way of Shadow Monk?
Multi-class into Fighter so you can pick up Blind Fighting and proficiency in a bunch of versatile weapons. Now you can swing at 1d10 base instead of 1d8 with a spear, and you can shut your eyes to attack - Sunlight Sensitivity only applies to attack rolls that rely on sight.
Multi-class into Fighter so you can pick up Blind Fighting and proficiency in a bunch of versatile weapons. Now you can swing at 1d10 base instead of 1d8 with a spear, and you can shut your eyes to attack - Sunlight Sensitivity only applies to attack rolls that rely on sight.
If your DM will allow you to choose a feat called 'Fighting Initiate', there's no need to multi-class into Fighter. The Blind Fighting option is available for use since the feat will let you select a fighting style from the Fighter class.
Multi-class into Fighter so you can pick up Blind Fighting and proficiency in a bunch of versatile weapons. Now you can swing at 1d10 base instead of 1d8 with a spear, and you can shut your eyes to attack - Sunlight Sensitivity only applies to attack rolls that rely on sight.
If your DM will allow you to choose a feat called 'Fighting Initiate', there's no need to multi-class into Fighter. The Blind Fighting option is available for use since the feat will let you select a fighting style from the Fighter class.
This is a particularly bad idea. Blind Fighting is good, but it's not feat-level good, not when a 1-dip into Fighter will get you it, 1d10 damage, Second Wind, and if you plan your build out, so it's your first level, +2 hit points. As a monk, you probably can't afford the ASI - you need L4, L8, L12, and L16 to reach Dex 20 Wis 20, which only leaves one spare ASI. You probably don't want to spend it on Fighting Initiate.
Multi-class into Fighter so you can pick up Blind Fighting and proficiency in a bunch of versatile weapons. Now you can swing at 1d10 base instead of 1d8 with a spear, and you can shut your eyes to attack - Sunlight Sensitivity only applies to attack rolls that rely on sight.
If your DM will allow you to choose a feat called 'Fighting Initiate', there's no need to multi-class into Fighter. The Blind Fighting option is available for use since the feat will let you select a fighting style from the Fighter class.
This is a particularly bad idea. Blind Fighting is good, but it's not feat-level good, not when a 1-dip into Fighter will get you it, 1d10 damage, Second Wind, and if you plan your build out, so it's your first level, +2 hit points. As a monk, you probably can't afford the ASI - you need L4, L8, L12, and L16 to reach Dex 20 Wis 20, which only leaves one spare ASI. You probably don't want to spend it on Fighting Initiate.
If your not going to max level you do not need to spend all of you ASI's on stat boosts. The lower tiers are much more balanced around a lower power level giving you more room for what you can do with your ASI's within a certain amount of reason. So something like bind fighting depending on the game and certain conditions could actually end up giving you more of a power boost at lower levels than simply going for the ASI. But it depends on a few factors the player must evaluate.
There’s nothing that says Darkness has to be cast on the ground. You can cast it above you in order to create shade.
That's an interesting idea.
Eh, it's an interesting idea, but RAW, it doesn't work that way.
Spells do what they say they do, no more or less. Nothing about Darkness states it affects light outside of the cube. It'd be a perfectly RAW ruiling to state that the area beyond the darkness is illuminated as normal.
There’s nothing that says Darkness has to be cast on the ground. You can cast it above you in order to create shade.
That's an interesting idea.
Eh, it's an interesting idea, but RAW, it doesn't work that way.
Spells do what they say they do, no more or less. Nothing about Darkness states it affects light outside of the cube. It'd be a perfectly RAW ruiling to state that the area beyond the darkness is illuminated as normal.
Darkness absorbs light, by definition. Any photon hitting it evaporates, so you can use it to block a light source. Blocking the sun is pretty hard, but putting the bubble right above you should work like a giant umbrella.
Darkness absorbs light, by definition. Any photon hitting it evaporates, so you can use it to block a light source. Blocking the sun is pretty hard, but putting the bubble right above you should work like a giant umbrella.
Spideycloned's point is that the spell doesn't specify this, and the general rule is that if a spell doesn't say that it does something, then it doesn't unless your DM chooses to rule otherwise.
It's also worth keeping in mind that you're talking about a magic spell that creates magical darkness; no object is being created, so it's entirely possible the light passes through the area of the spell to the other side unimpeded, you just can't see it within the spell's area.
This means that it's very much up to the DM; as long as the player isn't relying on it too much then it's probably fair, since they'd be burning a use of a 2nd level spell for a temporary reprieve from the sun (in a fixed position) but another DM might simply say "spell says a 15 foot sphere, so only that 15 foot sphere is dark", which is also a perfectly reasonable ruling as that's what the spell says.
Also worth remembering that Drow are supposed to have a hard time in sunlight; this is the balancing factor in exchange for getting stronger racial spellcasting (high elves only get a single cantrip) as well as superior darkvision, so a Drow player should really have to contend with it for at least some of their campaign, and plan accordingly, you don't want to make it too easy to ignore a drawback.
Darkness absorbs light, by definition. Any photon hitting it evaporates, so you can use it to block a light source. Blocking the sun is pretty hard, but putting the bubble right above you should work like a giant umbrella.
Spideycloned's point is that the spell doesn't specify this, and the general rule is that if a spell doesn't say that it does something, then it doesn't unless your DM chooses to rule otherwise.
It's also worth keeping in mind that you're talking about a magic spell that creates magical darkness; no object is being created, so it's entirely possible the light passes through the area of the spell to the other side unimpeded, you just can't see it within the spell's area.
This means that it's very much up to the DM; as long as the player isn't relying on it too much then it's probably fair, since they'd be burning a use of a 2nd level spell for a temporary reprieve from the sun (in a fixed position) but another DM might simply say "spell says a 15 foot sphere, so only that 15 foot sphere is dark", which is also a perfectly reasonable ruling as that's what the spell says.
Also worth remembering that Drow are supposed to have a hard time in sunlight; this is the balancing factor in exchange for getting stronger racial spellcasting (high elves only get a single cantrip) as well as superior darkvision, so a Drow player should really have to contend with it for at least some of their campaign, and plan accordingly, you don't want to make it too easy to ignore a drawback.
Exactly this. Per Darkness, it doesn't state that it stops nonmagical light from going through it, it just states that nonmagical light doesn't illuminate from inside. It does state it kills magical light automatically of 2nd level or lower. Darkness doesn't ABSORB light, it creates a magical dead zone which sight doesn't work. That's why creatures with darkvision can't see in it, and only specific features allow sight inside the cube.
Now, that being said, I'd probably allow what is being asked. It makes perfect logical sense. I just think its important to discuss RAW/RAI/RAF. RAW, word for word, it does not do that. RAI, it probably would. RAF, it should.
let me explain the campaign a little more; most of the adventuring is daytime but takes place in a mix of grassland, forest, caves and settlements with buildings. We’ve been playing for approx six months reached level 6 and we may go to level 14. It’s going to last years!
Im playing a kensei monk with a long sword who due to his storyline won’t be muticlassing. The DM is very insistent that ability’s, spells and levelling must fit with player narrative. He is open to the use of fighter initiative and gaining blind site if I incorporate it on my ‘daily rituals’. He’s thinking Luke skywalker with the helmet on. I think our Half Orc paladin just wants to throw hand axes at me to help me dodge them blind.
however I can’t help thinking the stat boost would be better. Stunning strike would give me advantage as well if I can get it off. And I picked eleven accuracy at level 4 to help hit.
It’s also worth pointing out my party’s makeup and roles. We have a bard, paladin, hexblade warlock and me as a monk. I have the highest wisdom in the group and the bard and me are the only ones with proficiency in perception; and i’m the only one with proficiency insite.
Normally the hexblade and the paladin get stuck in at the front and the bard and monk scout ahead and flank.
disadvantage on perception roles has often screwed me over which then leads to us being ambushed out in the open. This can be an even bigger problem for the group than me failing to punch a target because of my party role in the group.
Not RAW, but ask your DM if you can buy/make/find a large umbrella and have it count as a staff for purposes of damage. Being non-magical, you don't need to worry about spell slots or Ki. As a staff, it would be a simple melee weapon when not used to block the sun.
Dealing with sunlight sensitivity is really at the discresion of the DM. Compared to say a high elf you get superior darkvision and by level know 2 spells you can cast once a day, the only disbenefit (assuming the weapon trainings are equivalent) is lack of choce of cantrip.
If sunlight sensitivity is waived this makes drow potentially overpowered, however if you are finding it takes effect nearly all the time you are prety underpowered compared to other races.
The rules are not very clear as to whether clouds prevent "direct sunlight" and in fact rolling for weather only says there is a 60% chance of no precipitation.
The DM can decide anything from all days have direct sunlight to only a few
The DM decides how much cover you have, for example there may be trees providing shade
The DM decides whether to give you Knaves Eye patch or a homebrew magic item to remove sunlight sensitivity
and so on
If you are finding sunlight sensitivity to be too much of a problem speak to your DM, they my be willing to tweak to of the things above, or may make some other compromise.
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I’m currently playing a Drow monk in a custom campaign based on an island with limited resources.
Playing monk in a game with limited items and no magical weapons has proven to be a great advantage; however the DM has made night time far more dangerous and consequently my sunlight sensitivity is becoming a major issue.
Does anyone have any advice?
@JamesHobbley If the campaign takes place underground or offers indoor settings even in daylight, it might not become an issue. But when the battle encounters take place outside where sunlight is available, you can try to search for a place that offers shade then lure in the enemy there.
There's a spell which allows darkness to be spread out. One of your fellow PCs can cast Darkness if you're in trouble or the party needs you for a fight. Knave's Eye Patch can grant you some advantage, but you must attune the rare item.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
It's worth noting that Darkness creates magical darkness that a creature with darkvision specifically cannot see through, so unfortunately it's not much help as you'll still be suffering disadvantage. A drow doesn't actually need an ally to cast it, as they can cast it once themselves from 5th level, a drow monk can also cast it more times if they choose Way of Shadow.
Knave's Eye Patch is the only item that fully removes sunlight sensitivity, but it's up to your DM If they want to grant you that, considering sunlight sensitivity is specifically intended to balance the drow's superior innate spellcasting (compared to high elves who only get one cantrip).
Drow can also cast Faerie Fire once per long rest from 3rd level, which enables you to counteract the disadvantage from sunlight sensitivity for up to 1 minute. Faerie Fire also applies to allies, so if you have any casters in your group that can take it, I'd recommend asking them to take it and use it once your single use has been spent; granting advantage against enemies is rarely a bad thing, and it will help you considerably if faerie fire is active in most fights, though there is the risk of enemies saving against it.
Beyond that the general rule is that where there is light, there is also darkness; fish with your DM for areas of shade behind buildings, groups of trees etc., and try to fight your enemies there. As a Monk you will have speed, so hopefully you can get to the best spots to fight from.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
There’s nothing that says Darkness has to be cast on the ground. You can cast it above you in order to create shade.
Professional computer geek
The Knaves Eyepatch is a great idea as my DM can re flavour it as a pirate’s eyepatch.
What kind of monk? Are you a Way of Shadow Monk?
Multi-class into Fighter so you can pick up Blind Fighting and proficiency in a bunch of versatile weapons. Now you can swing at 1d10 base instead of 1d8 with a spear, and you can shut your eyes to attack - Sunlight Sensitivity only applies to attack rolls that rely on sight.
If your DM will allow you to choose a feat called 'Fighting Initiate', there's no need to multi-class into Fighter. The Blind Fighting option is available for use since the feat will let you select a fighting style from the Fighter class.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
That's an interesting idea.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
This is a particularly bad idea. Blind Fighting is good, but it's not feat-level good, not when a 1-dip into Fighter will get you it, 1d10 damage, Second Wind, and if you plan your build out, so it's your first level, +2 hit points. As a monk, you probably can't afford the ASI - you need L4, L8, L12, and L16 to reach Dex 20 Wis 20, which only leaves one spare ASI. You probably don't want to spend it on Fighting Initiate.
If your not going to max level you do not need to spend all of you ASI's on stat boosts. The lower tiers are much more balanced around a lower power level giving you more room for what you can do with your ASI's within a certain amount of reason. So something like bind fighting depending on the game and certain conditions could actually end up giving you more of a power boost at lower levels than simply going for the ASI. But it depends on a few factors the player must evaluate.
Eh, it's an interesting idea, but RAW, it doesn't work that way.
Spells do what they say they do, no more or less. Nothing about Darkness states it affects light outside of the cube. It'd be a perfectly RAW ruiling to state that the area beyond the darkness is illuminated as normal.
Darkness absorbs light, by definition. Any photon hitting it evaporates, so you can use it to block a light source. Blocking the sun is pretty hard, but putting the bubble right above you should work like a giant umbrella.
Spideycloned's point is that the spell doesn't specify this, and the general rule is that if a spell doesn't say that it does something, then it doesn't unless your DM chooses to rule otherwise.
It's also worth keeping in mind that you're talking about a magic spell that creates magical darkness; no object is being created, so it's entirely possible the light passes through the area of the spell to the other side unimpeded, you just can't see it within the spell's area.
This means that it's very much up to the DM; as long as the player isn't relying on it too much then it's probably fair, since they'd be burning a use of a 2nd level spell for a temporary reprieve from the sun (in a fixed position) but another DM might simply say "spell says a 15 foot sphere, so only that 15 foot sphere is dark", which is also a perfectly reasonable ruling as that's what the spell says.
Also worth remembering that Drow are supposed to have a hard time in sunlight; this is the balancing factor in exchange for getting stronger racial spellcasting (high elves only get a single cantrip) as well as superior darkvision, so a Drow player should really have to contend with it for at least some of their campaign, and plan accordingly, you don't want to make it too easy to ignore a drawback.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
Exactly this. Per Darkness, it doesn't state that it stops nonmagical light from going through it, it just states that nonmagical light doesn't illuminate from inside. It does state it kills magical light automatically of 2nd level or lower. Darkness doesn't ABSORB light, it creates a magical dead zone which sight doesn't work. That's why creatures with darkvision can't see in it, and only specific features allow sight inside the cube.
Now, that being said, I'd probably allow what is being asked. It makes perfect logical sense. I just think its important to discuss RAW/RAI/RAF. RAW, word for word, it does not do that. RAI, it probably would. RAF, it should.
Wow I’m impressed with all these replies.
let me explain the campaign a little more; most of the adventuring is daytime but takes place in a mix of grassland, forest, caves and settlements with buildings. We’ve been playing for approx six months reached level 6 and we may go to level 14. It’s going to last years!
Im playing a kensei monk with a long sword who due to his storyline won’t be muticlassing. The DM is very insistent that ability’s, spells and levelling must fit with player narrative. He is open to the use of fighter initiative and gaining blind site if I incorporate it on my ‘daily rituals’. He’s thinking Luke skywalker with the helmet on. I think our Half Orc paladin just wants to throw hand axes at me to help me dodge them blind.
however I can’t help thinking the stat boost would be better. Stunning strike would give me advantage as well if I can get it off. And I picked eleven accuracy at level 4 to help hit.
ideas
It’s also worth pointing out my party’s makeup and roles. We have a bard, paladin, hexblade warlock and me as a monk. I have the highest wisdom in the group and the bard and me are the only ones with proficiency in perception; and i’m the only one with proficiency insite.
Normally the hexblade and the paladin get stuck in at the front and the bard and monk scout ahead and flank.
disadvantage on perception roles has often screwed me over which then leads to us being ambushed out in the open. This can be an even bigger problem for the group than me failing to punch a target because of my party role in the group.
Not RAW, but ask your DM if you can buy/make/find a large umbrella and have it count as a staff for purposes of damage. Being non-magical, you don't need to worry about spell slots or Ki. As a staff, it would be a simple melee weapon when not used to block the sun.
That sir is an excellent idea!
Dealing with sunlight sensitivity is really at the discresion of the DM. Compared to say a high elf you get superior darkvision and by level know 2 spells you can cast once a day, the only disbenefit (assuming the weapon trainings are equivalent) is lack of choce of cantrip.
If sunlight sensitivity is waived this makes drow potentially overpowered, however if you are finding it takes effect nearly all the time you are prety underpowered compared to other races.
The rules are not very clear as to whether clouds prevent "direct sunlight" and in fact rolling for weather only says there is a 60% chance of no precipitation.
If you are finding sunlight sensitivity to be too much of a problem speak to your DM, they my be willing to tweak to of the things above, or may make some other compromise.